/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_NETTURNMANAGER #define INCLUDED_NETTURNMANAGER #include "simulation2/helpers/SimulationCommand.h" #include #include class CNetServerWorker; class CNetClient; class CSimulationMessage; class CSimulation2; class IReplayLogger; /* * This file deals with the logic of the network turn system. The basic idea is as in * http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1 * * Each player performs the simulation for turn N. * User input is translated into commands scheduled for execution in turn N+2 which are * distributed to all other clients. * After a while, a player wants to perform the simulation for turn N+1, * which first requires that it has all the other clients' commands for turn N+1. * In that case, it does the simulation and tells all the other clients (via the server) * it has finished sending commands for turn N+2, and it starts sending commands for turn N+3. * * Commands are redistributed immediately by the server. * To ensure a consistent execution of commands, they are each associated with a * client session ID (which is globally unique and consistent), which is used to sort them. */ /** * Common network turn system (used by clients and offline games). */ class CNetTurnManager { NONCOPYABLE(CNetTurnManager); public: /** * Construct for a given network session ID. */ CNetTurnManager(CSimulation2& simulation, u32 defaultTurnLength, int clientId, IReplayLogger& replay); virtual ~CNetTurnManager() { } void ResetState(u32 newCurrentTurn, u32 newReadyTurn); /** * Set the current user's player ID, which will be added into command messages. */ void SetPlayerID(int playerId); /** * Advance the simulation by a certain time. If this brings us past the current * turn length, the next turns are processed and the function returns true. * Otherwise, nothing happens and it returns false. * * @param simFrameLength Length of the previous frame, in simulation seconds * @param maxTurns Maximum number of turns to simulate at once */ bool Update(float simFrameLength, size_t maxTurns); /** * Advance the simulation by as much as possible. Intended for catching up * over a small number of turns when rejoining a multiplayer match. * Returns true if it advanced by at least one turn. */ bool UpdateFastForward(); /** * Returns whether Update(simFrameLength, ...) will process at least one new turn. * @param simFrameLength Length of the previous frame, in simulation seconds */ bool WillUpdate(float simFrameLength); /** * Advance the graphics by a certain time. * @param simFrameLength Length of the previous frame, in simulation seconds * @param realFrameLength Length of the previous frame, in real time seconds */ void Interpolate(float simFrameLength, float realFrameLength); /** * Called by networking code when a simulation message is received. */ virtual void OnSimulationMessage(CSimulationMessage* msg) = 0; /** * Called when there has been an out-of-sync error. */ virtual void OnSyncError(u32 turn, const std::string& expectedHash); /** * Called by simulation code, to add a new command to be distributed to all clients and executed soon. */ virtual void PostCommand(CScriptValRooted data) = 0; /** * Called when all commands for a given turn have been received. * This allows Update to progress to that turn. */ void FinishedAllCommands(u32 turn, u32 turnLength); /** * Enables the recording of state snapshots every @p numTurns, * which can be jumped back to via RewindTimeWarp(). * If @p numTurns is 0 then recording is disabled. */ void EnableTimeWarpRecording(size_t numTurns); /** * Jumps back to the latest recorded state snapshot (if any). */ void RewindTimeWarp(); void QuickSave(); void QuickLoad(); u32 GetCurrentTurn() { return m_CurrentTurn; } protected: /** * Store a command to be executed at a given turn. */ void AddCommand(int client, int player, CScriptValRooted data, u32 turn); /** * Called when this client has finished sending all its commands scheduled for the given turn. */ virtual void NotifyFinishedOwnCommands(u32 turn) = 0; /** * Called when this client has finished a simulation update. */ virtual void NotifyFinishedUpdate(u32 turn) = 0; /** * Returns whether we should compute a complete state hash for the given turn, * instead of a quick less-complete hash. */ bool TurnNeedsFullHash(u32 turn); CSimulation2& m_Simulation2; /// The turn that we have most recently executed u32 m_CurrentTurn; /// The latest turn for which we have received all commands from all clients u32 m_ReadyTurn; // Current turn length u32 m_TurnLength; /// Commands queued at each turn (index 0 is for m_CurrentTurn+1) std::deque > > m_QueuedCommands; int m_PlayerId; uint m_ClientId; /// Simulation time remaining until we ought to execute the next turn (as a negative value to /// add elapsed time increments to until we reach 0). float m_DeltaSimTime; bool m_HasSyncError; IReplayLogger& m_Replay; private: size_t m_TimeWarpNumTurns; // 0 if disabled std::list m_TimeWarpStates; std::string m_QuickSaveState; // TODO: should implement a proper disk-based quicksave system std::string m_QuickSaveMetadata; }; /** * Implementation of CNetTurnManager for network clients. */ class CNetClientTurnManager : public CNetTurnManager { public: CNetClientTurnManager(CSimulation2& simulation, CNetClient& client, int clientId, IReplayLogger& replay); virtual void OnSimulationMessage(CSimulationMessage* msg); virtual void PostCommand(CScriptValRooted data); protected: virtual void NotifyFinishedOwnCommands(u32 turn); virtual void NotifyFinishedUpdate(u32 turn); CNetClient& m_NetClient; }; /** * Implementation of CNetTurnManager for offline games. */ class CNetLocalTurnManager : public CNetTurnManager { public: CNetLocalTurnManager(CSimulation2& simulation, IReplayLogger& replay); virtual void OnSimulationMessage(CSimulationMessage* msg); virtual void PostCommand(CScriptValRooted data); protected: virtual void NotifyFinishedOwnCommands(u32 turn); virtual void NotifyFinishedUpdate(u32 turn); }; /** * The server-side counterpart to CNetClientTurnManager. * Records the turn state of each client, and sends turn advancement messages * when all clients are ready. * * Thread-safety: * - This is constructed and used by CNetServerWorker in the network server thread. */ class CNetServerTurnManager { NONCOPYABLE(CNetServerTurnManager); public: CNetServerTurnManager(CNetServerWorker& server); void NotifyFinishedClientCommands(int client, u32 turn); void NotifyFinishedClientUpdate(int client, u32 turn, const std::string& hash); /** * Inform the turn manager of a new client who will be sending commands. */ void InitialiseClient(int client, u32 turn); /** * Inform the turn manager that a previously-initialised client has left the game * and will no longer be sending commands. */ void UninitialiseClient(int client); void SetTurnLength(u32 msecs); /** * Returns the latest turn for which all clients are ready; * they will have already been told to execute this turn. */ u32 GetReadyTurn() { return m_ReadyTurn; } /** * Returns the turn length that was used for the given turn. * Requires turn <= GetReadyTurn(). */ u32 GetSavedTurnLength(u32 turn); protected: void CheckClientsReady(); /// The latest turn for which we have received all commands from all clients u32 m_ReadyTurn; // Client ID -> ready turn number (the latest turn for which all commands have been received from that client) std::map m_ClientsReady; // Client ID -> last known simulated turn number (for which we have the state hash) // (the client has reached the start of this turn, not done the update for it yet) std::map m_ClientsSimulated; // Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted std::map > m_ClientStateHashes; // Current turn length u32 m_TurnLength; // Turn lengths for all previously executed turns std::vector m_SavedTurnLengths; CNetServerWorker& m_NetServer; }; #endif // INCLUDED_NETTURNMANAGER